Nanon: Difference between revisions

From Caves of Qud Wiki
Jump to navigation Jump to search
(Created page with "{{Mod | title = {{qud text|&Knanon}} | type = Beam Weapon | id = ModNanon | rarity = R | tinkerable = yes | tinkertier = 7 | nativetier = 4 | di...")
 
(Refine query (to exclude arc winders))
Line 12: Line 12:
  | desc      = &CNanon: (tier-based)% chance to dismember upon penetration.
  | desc      = &CNanon: (tier-based)% chance to dismember upon penetration.
}}
}}
The {{name}} mod can be applied to beam weapons. It adds a [[item tier|tier]]-based chance to dismember limbs whenever a projectile from the weapon penetrates a target. The exact percentage chance to dismember is randomly determined when the mod is applied, and will either be equal to the weapon tier, or the weapon tier + 1. This randomization is not tied to a stable seed, meaning that it can be re-rolled using [[Precognition]] or similar effects.{{Code Reference|class=ModNanon|name=ModNanon}}
The {{name}} mod can be applied to most beam weapons. It adds a [[item tier|tier]]-based chance to dismember limbs whenever a projectile from the weapon penetrates a target. The exact percentage chance to dismember is randomly determined when the mod is applied, and will either be equal to the weapon tier, or the weapon tier + 1. This randomization is not tied to a stable seed, meaning that it can be re-rolled using [[Precognition]] or similar effects.{{Code Reference|class=ModNanon|name=ModNanon}}


{{name|caps}} weapons are not affected by the [[Dismember]] or [[Decapitate]] skills. They will always have a very small chance to decapitate, regardless of these skills. Each time that the {{name}} dismember effect triggers, there is a 1 in 1,000 chance (0.1%) that decapitatable limbs, namely heads, will be added to the pool of limbs that the projectile can randomly dismember. Even then, the decapitatable limb must be randomly selected from among all of the target's remaining dismemberable and decapitatable limbs.<ref name="ModNanon" />
{{name|caps}} weapons are not affected by the [[Dismember]] or [[Decapitate]] skills. They will always have a very small chance to decapitate, regardless of these skills. Each time that the {{name}} dismember effect triggers, there is a 1 in 1,000 chance (0.1%) that decapitatable limbs, namely heads, will be added to the pool of limbs that the projectile can randomly dismember. Even then, the decapitatable limb must be randomly selected from among all of the target's remaining dismemberable and decapitatable limbs.<ref name="ModNanon" />
Line 23: Line 23:
== Eligible Items ==
== Eligible Items ==
{{#cargo_query:
{{#cargo_query:
   | tables = Modability=M,GeneralData=GD,ItemsTable=IT
   | tables = Modability=M,GeneralData=GD,ItemsTable=IT,ExtraInfo=EI
   | join on = M.JoinKey=GD.JoinKey,M.JoinKey=IT.JoinKey
   | join on = M.JoinKey=GD.JoinKey,M.JoinKey=IT.JoinKey,M.JoinKey=EI.JoinKey
   | fields = CONCAT('{{(}}favilink id{{!}}',M.ObjectID,'{{)}}') = Item,
   | fields = CONCAT('{{(}}favilink id{{!}}',M.ObjectID,'{{)}}') = Item,
             GD.Tier,
             GD.Tier,
             CONCAT('{{(}}qud text{{!}}&C',GD.Tier,'%{{)}} &nbsp; or &nbsp; {{(}}qud text{{!}}&C',GD.Tier+1,'%{{)}}') = Chance to Dismember
             CONCAT('{{(}}qud text{{!}}&C',GD.Tier,'%{{)}} &nbsp; or &nbsp; {{(}}qud text{{!}}&C',GD.Tier+1,'%{{)}}') = Chance to Dismember
   | where = M.SupportedMods HOLDS 'BeamWeaponMods'
   | where = M.SupportedMods HOLDS 'BeamWeaponMods' AND EI.Info LIKE '%EnergyAmmoLoader,,,%'
   | order by = GD.Tier DESC,GD.PlainName
   | order by = GD.Tier DESC,GD.PlainName
   | format = table
   | format = table

Revision as of 20:53, 15 November 2021

nanon
Category

Beam Weapon

Native tierLess likely to appear on items
of a lower tier than this.

4

Rarity

Rare

Tinkerable

yes

Tinker skill

Tinker III

Bit required

<7>

AutotinkerableCan appear spontaneously on an
item you create with tinkering.

yes

Value multiplier

1.3

+2

ID

ModNanon

Nanon: (tier-based)% chance to dismember upon penetration.

The nanon mod can be applied to most beam weapons. It adds a tier-based chance to dismember limbs whenever a projectile from the weapon penetrates a target. The exact percentage chance to dismember is randomly determined when the mod is applied, and will either be equal to the weapon tier, or the weapon tier + 1. This randomization is not tied to a stable seed, meaning that it can be re-rolled using Precognition or similar effects.[1]

Nanon weapons are not affected by the Dismember or Decapitate skills. They will always have a very small chance to decapitate, regardless of these skills. Each time that the nanon dismember effect triggers, there is a 1 in 1,000 chance (0.1%) that decapitatable limbs, namely heads, will be added to the pool of limbs that the projectile can randomly dismember. Even then, the decapitatable limb must be randomly selected from among all of the target's remaining dismemberable and decapitatable limbs.[1]

Item and Mod Interactions

Nanon weapons that are also overloaded will have their chance to dismember increased by an additional 2%.[1] Wearing precision nanon fingers will increase the overall chance to dismember threefold. The overall formula for these interactions is:

( NanonDismemberChance + OverloadedBonus ) × PrecisionNanonFingersBonus

Eligible Items

Item Tier Chance to Dismember
naser cannon 8 8%   or   9%
phase cannon 8 8%   or   9%
shoulder-mounted light cannon 7 7%   or   8%
space inverter 7 7%   or   8%
spaser pistol 7 7%   or   8%
spaser rifle 7 7%   or   8%
blood-gradient hand vacuum 6 6%   or   7%
di-thermo beam 6 6%   or   7%
hand rail 6 6%   or   7%
hypertractor 6 6%   or   7%
light rail 6 6%   or   7%
lightlock 6 6%   or   7%
nullray pistol 6 6%   or   7%
point-defense laser 6 6%   or   7%
chain laser 5 5%   or   6%
eigenpistol 5 5%   or   6%
eigenrifle 5 5%   or   6%
freeze ray 5 5%   or   6%
laser pistol 4 4%   or   5%
laser rifle 4 4%   or   5%
electrobow 3 3%   or   4%

References

This information is reliable as of patch 2.0.202.92.
  1. 1.0 1.1 1.2 XRL.World.Parts.ModNanon